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- Duke: fixed: The Recon's roaming sound was poorly checked resulting in garbled output.
It checked for two instances globally, which made the same actor repeat its sound all over again, but if more recons were present some were silent. Now each one is allowed to play its effect separately.
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@ -1802,7 +1802,7 @@ void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int
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else s->z -= 1024;
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}
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if (roamsnd >= 0 && S_CheckSoundPlaying(roamsnd) < 2)
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if (roamsnd >= 0 && S_CheckSoundPlaying(i, roamsnd) < 1)
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S_PlayActorSound(roamsnd, i);
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ssp(i, CLIPMASK0);
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